Mini Metro (Switch) Review

Make lines, rank in passengers and build your metro empire everywhere you go.

Mini Metro is my most played game on both PC and mobile in the last few years. Something truly relaxing can be found in building metro lines and adjusting them as you see the trains move around. It can be hectic, with constant pressure of being efficient for the most success. Personally, it’s just soothing and joyful whenever I sit back and play a round or two. The game made the jump to Switch and it mostly lived up to what my ideals of a console version of Mini Metro.

If you never played Mini Metro before, here are the key pointers. Your task is to connect dots on the map to create transportation lines It is important that the dots connect, or a station becomes quickly overwhelmed. The beginning eases you in by seeing just a few dots, but as that number grows, so does the load that trains need to carry. In-game weeks pass and new lines are opened or new trains, tunnels, and wagons can be placed. Everything needs to be micromanaged to keep the commuter in mind. The commuters that travel count as your points, so every decision matters.

The metro lines need to be adjusted constantly, whether you run out of rooms or notice inefficiencies. All those decisions have consequences, whether it’s laying down a bridge over a river or potentially bringing too much thoroughfare to a station. As stations gets too crowded, the entire workflow can get shut down. Just like that. Well, in the Normal and Extreme modes that is. Extreme even stops you from taking back lines, which makes it all a bit rougher. If you don't want to work within restrictions for a while, there is a relaxing Endlessmode. This is where you can kick back and build the way you want.

Personally I find Mini Metro a better fit for Handheld Mode. You can use combination of buttons, sticks, and touch screen to really optimize your gaming experience. Half of the time I would use my finger, while quick flicks were done with the normal controls. On the television, you can point with the Joy-Con, but the option is very hidden. You will have to click in the stick, which makes the pointer appear. It works fine enough, though centering it by clicking the stick isn't too hot. If you don't like that, you can still play with one Joy-Con vertically, which works well enough I reckon. Interesting is the inclusion of local play, which means up to four friends can manage the metro lines together. I like Mini Metro rodeos up close and personal, though I might see a family getting a kick out of it. There is even feedback with the HD Rumble, which I do fully appreciate. That being said, I remain adamant in saying that the maps work best for on the go.

Mini Metro is a clean and simple-looking video game. The 20 maps, plus unique daily challenges, present ensure an understandable experience that everyone can pick up. The UI isn't corrected translated to sticks and buttons, but you get used to it after tinkering around a bit. One bit I like to do is put the game in Night Mode. The dark look map fits me a tiny bit better. The sound design, done by Disasterpiece, fits the game to a tee. Nothing overbearing, but important enough to Mini Metro's design blueprint.

Is the Nintendo Switch version of Mini Metro my favorite? Well, I still absolutely love the game. The Nintendo Switch plays perfectly fine either way, even though Handheld Mode is the way to go. Pointer controls are a fun inclusion though, even though they should've made it easier to find. It is neat that you can play up to four people on the television, but the Mini Metro I like is personal and with me anywhere I go. The developers have done a good job translating the magic to the Nintendo Switch, which was honestly my biggest worry going in.